﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace SimpleGameAppWithCCR
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        GOCS.GObjectManager _ObjList = new GOCS.GObjectManager();
        SpriteFont _font;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();

            base.IsFixedTimeStep = false;
        }

        static public  Random _Rand = new Random();

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.


            _font = Content.Load<SpriteFont>("SpriteFont1");


            spriteBatch = new SpriteBatch(GraphicsDevice);

            GOCS.GObject obj ;




            for (int i = 0; i < 1000; i++)
            {
                obj = new GOCS.GObject();
                NComp.Sprite sprite = new NComp.Sprite(this.Content.Load<Texture2D>("SquareGuy"));
                sprite._mPosition.X = _Rand.Next(8000);
                sprite._mPosition.Y = _Rand.Next(8000);

                obj.SetComponent(sprite);

                obj.SetComponent(new NComp.Movable());


                _ObjList._List.Add(obj);
            }


            for (int i = 0; i < 1000; i++)
            {
                obj = new GOCS.GObject();
                NComp.Sprite sprite = new NComp.Sprite(this.Content.Load<Texture2D>("SquareGuy2"));
                sprite._mPosition.X = _Rand.Next(8000);
                sprite._mPosition.Y = _Rand.Next(8000);

                obj.SetComponent(sprite);

                _ObjList._List.Add(obj);

            }


            // TODO: use this.Content to load your game content here      

            

        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }


        int tick;
        int drawTick = 0;

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            drawTick++;
            tick = Environment.TickCount;

            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here


            foreach (GOCS.GObject obj in _ObjList._List)
            {
                NComp.Movable coll = obj.getComponent<NComp.Movable>();
                if( coll != null)
                    coll.Update();
            }


            base.Update(gameTime);

            tick = Environment.TickCount - tick;

        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            

            spriteBatch.Begin();

            foreach (NComp.Sprite sprite in NComp.Sprite._RenderList)
            {
                
                sprite.Draw(spriteBatch);
            }

            spriteBatch.End();

            NComp.Sprite._RenderList.Clear();
            

            spriteBatch.Begin();
                spriteBatch.DrawString(_font, tick.ToString(), new Vector2(0, 0), Color.Black);
                spriteBatch.DrawString(_font, drawTick.ToString(), new Vector2(0, 20), Color.Black);
            spriteBatch.End();

            drawTick = 0;

//            drawTick = Environment.TickCount;
            base.Draw(gameTime);
//            drawTick = Environment.TickCount - drawTick;
        }
    }
}
